Thanks for the suggestions so far. These are interesting but they require retrofitting scripts, so aren't universally compatible with any ck ever written (which I hope you agree would be super super helpful). Is there no solution that requires no change to the ck to be converted?
On Thu, Jan 23, 2014 at 10:32 PM, Spencer Salazar <[email protected]> wrote: > The easiest way to accomplish sample-precise starting/stopping is actually > inlining the WAV recording into your script. E.g. > > dac => Gain g => WvOut w => blackhole; > "file.wav" => w.wavFilename; > // temporary workaround to automatically close file on remove-shred > null @=> w; > > // your code goes here > SinOsc s => dac; > 2::second => now; > > // end of code > > The WvOut will get shut down and closed whenever the script itself ends, > leaving you with a file thats exactly the running length of the script. > > spencer > > > > > On Thu, Jan 23, 2014 at 1:22 PM, Brian Sorahan <[email protected]> > wrote: >> >> Seems like the main script could signal an event when it is done (as >> opposed to going into an infinite loop). >> You could make a shared class that has a static Event member. >> e.g. >> >> Shared.ck >> -------------- >> public class Shared { >> static Event @ event; >> } >> new Event @=> Shared.event; >> -------------- >> >> main.ck >> ----------- >> // send audio to dac >> Shared.event.signal(); >> ----------- >> >> rec.ck >> -------- >> // record audio from dac >> Shared.event => now; >> -------- >> >> Then you just have to load Shared.ck before the other two scripts. >> Hope that helps! >> >> Brian >> >> >> On Thu, Jan 23, 2014 at 2:45 PM, Leonard Ritter >> <[email protected]> wrote: >>> >>> Hi there, >>> >>> I wrote this to Ge Wang on Twitter before but he's not been there >>> since October, so I thought I'd better write here. >>> >>> I've used ChucK a few years ago and had quite some fun with it. I >>> would like to use it as part of the game we are currently developing. >>> The goal is to allow sounds to be customized to individual >>> installations of the game, where they would then be played back by >>> OpenAL to provide for positional 3D audio. >>> >>> As part of my prototyping, I wanted to write a simple Python script >>> that is able to batch convert a stack of ck files to WAV, ideally >>> sample precise (no leading or trailing silence). >>> >>> I thought that rec.ck would be perfect for achieving that but it seems >>> I can't figure out a way to have recording end precisely when the main >>> script is done playing, instead of recording indefinitely and waiting >>> for abortion via the Ctrl+C key. >>> >>> Is there such a method? I'd be very thankful for advice. >>> >>> Cheers, >>> Leonard >>> -- >>> Leonard und Sylvia Ritter, Duangle, GbR >>> >>> Ritter >>> Altpieschen 9, >>> 01127 Dresden >>> >>> [email protected] >>> >>> www.duangle.com >>> Geschäftsführung: Sylvia Ritter, Leonard Ritter >>> _______________________________________________ >>> chuck-users mailing list >>> [email protected] >>> https://lists.cs.princeton.edu/mailman/listinfo/chuck-users >> >> >> >> _______________________________________________ >> chuck-users mailing list >> [email protected] >> https://lists.cs.princeton.edu/mailman/listinfo/chuck-users >> > > > _______________________________________________ > chuck-users mailing list > [email protected] > https://lists.cs.princeton.edu/mailman/listinfo/chuck-users > -- -- Leonard und Sylvia Ritter, Duangle, GbR Ritter Altpieschen 9, 01127 Dresden [email protected] www.duangle.com Geschäftsführung: Sylvia Ritter, Leonard Ritter _______________________________________________ chuck-users mailing list [email protected] https://lists.cs.princeton.edu/mailman/listinfo/chuck-users
